1 #include "racer_weapon.qh"
5 void racer_fire_rocket(entity player, vector org, vector dir, entity trg);
6 METHOD(RacerAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
8 bool isPlayer = IS_PLAYER(actor);
9 entity player = isPlayer ? actor : actor.owner;
10 entity veh = player.vehicle;
12 if (weapon_prepareattack(thiswep, player, weaponentity, false, autocvar_g_vehicle_racer_cannon_refire)) {
14 veh.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
17 if (isPlayer) W_SetupShot_Dir(player, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0, DEATH_VH_WAKI_GUN.m_id);
18 vector org = w_shotorg;
19 vector dir = w_shotdir;
20 entity bolt = vehicles_projectile(veh, EFFECT_RACER_MUZZLEFLASH.eent_eff_name, SND_LASERGUN_FIRE,
21 org, normalize(v_forward + randomvec() * autocvar_g_vehicle_racer_cannon_spread) * autocvar_g_vehicle_racer_cannon_speed,
22 autocvar_g_vehicle_racer_cannon_damage, autocvar_g_vehicle_racer_cannon_radius, autocvar_g_vehicle_racer_cannon_force, 0,
23 DEATH_VH_WAKI_GUN.m_id, PROJECTILE_WAKICANNON, 0, true, true, player);
24 bolt.velocity = normalize(dir) * autocvar_g_vehicle_racer_cannon_speed;
25 weapon_thinkf(player, weaponentity, WFRAME_FIRE1, 0, w_ready);
28 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
29 if (isPlayer) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0, DEATH_VH_WAKI_ROCKET.m_id);
30 racer_fire_rocket(player, w_shotorg, w_shotdir, NULL);
31 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
35 METHOD(RacerAttack, wr_checkammo1, bool(RacerAttack thiswep, entity actor, .entity weaponentity))
37 bool isPlayer = IS_PLAYER(actor);
38 entity player = isPlayer ? actor : actor.owner;
39 entity veh = player.vehicle;
40 return isPlayer || veh.vehicle_energy >= autocvar_g_vehicle_racer_cannon_cost;
43 void racer_rocket_tracker(entity this);
44 void racer_rocket_groundhugger(entity this);
46 void racer_fire_rocket(entity player, vector org, vector dir, entity trg)
48 entity rocket = vehicles_projectile(player.vehicle, EFFECT_RACER_ROCKETLAUNCH.eent_eff_name, SND_ROCKET_FIRE,
49 org, dir * autocvar_g_vehicle_racer_rocket_speed,
50 autocvar_g_vehicle_racer_rocket_damage, autocvar_g_vehicle_racer_rocket_radius, autocvar_g_vehicle_racer_rocket_force, 3,
51 DEATH_VH_WAKI_ROCKET.m_id, PROJECTILE_WAKIROCKET, 20, false, false, player);
53 rocket.lip = autocvar_g_vehicle_racer_rocket_accel * sys_frametime;
54 rocket.wait = autocvar_g_vehicle_racer_rocket_turnrate;
55 rocket.nextthink = time;
57 rocket.cnt = time + 15;
60 setthink(rocket, racer_rocket_tracker);
62 setthink(rocket, racer_rocket_groundhugger);
65 void racer_rocket_tracker(entity this)
67 vector olddir, newdir;
70 this.nextthink = time;
72 if (IS_DEAD(this.owner) || this.cnt < time)
74 this.use(this, NULL, NULL);
78 if(!this.realowner.vehicle)
80 UpdateCSQCProjectile(this);
84 olddir = normalize(this.velocity);
85 oldvel = vlen(this.velocity);
86 newvel = oldvel + this.lip;
87 makevectors(vectoangles(olddir));
89 float time_to_impact = min(vlen(this.enemy.origin - this.origin) / vlen(this.velocity), 1);
90 vector predicted_origin = this.enemy.origin + this.enemy.velocity * time_to_impact;
92 traceline(this.origin, this.origin + v_forward * 64 - '0 0 32', MOVE_NORMAL, this);
93 newdir = normalize(predicted_origin - this.origin);
96 float height_diff = predicted_origin_z - this.origin_z;
98 if(vdist(newdir - v_forward, >, autocvar_g_vehicle_racer_rocket_locked_maxangle))
100 //bprint("Target lost!\n");
101 //dprint("OF:", ftos(vlen(newdir - v_forward)), "\n");
102 setthink(this, racer_rocket_groundhugger);
106 if(trace_fraction != 1.0 && trace_ent != this.enemy)
107 newdir_z += 16 * sys_frametime;
109 this.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel;
110 this.velocity_z -= 800 * sys_frametime;
111 this.velocity_z += max(height_diff, autocvar_g_vehicle_racer_rocket_climbspeed) * sys_frametime ;
113 UpdateCSQCProjectile(this);
117 void racer_rocket_groundhugger(entity this)
119 vector olddir, newdir;
120 float oldvel, newvel;
122 this.nextthink = time;
124 if(IS_DEAD(this.owner) || this.cnt < time)
126 this.use(this, NULL, NULL);
130 if(!this.realowner.vehicle)
132 UpdateCSQCProjectile(this);
136 olddir = normalize(this.velocity);
137 oldvel = vlen(this.velocity);
138 newvel = oldvel + this.lip;
140 tracebox(this.origin, this.mins, this.maxs, this.origin + olddir * 64, MOVE_WORLDONLY,this);
141 if(trace_fraction <= 0.5)
143 // Hitting somethign soon, just speed ahead
144 this.velocity = olddir * newvel;
145 UpdateCSQCProjectile(this);
149 traceline(trace_endpos, trace_endpos - '0 0 64', MOVE_NORMAL, this);
150 if(trace_fraction != 1.0)
152 newdir = normalize(trace_endpos + '0 0 64' - this.origin) * autocvar_g_vehicle_racer_rocket_turnrate;
153 this.velocity = normalize(olddir + newdir) * newvel;
157 this.velocity = olddir * newvel;
158 this.velocity_z -= 1600 * sys_frametime; // 2x grav looks better for this one
161 int cont = pointcontents(this.origin - '0 0 32');
162 if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
163 this.velocity_z += 200;
165 UpdateCSQCProjectile(this);